#pragma once

#include "e2d/core/Scene.h"
#include "e2d/core/trans/TransformNode.h"

#include "e2d/core/EntityHandler.h"

namespace e2d
{
	struct TransformHandler :public e2d::EntityHandler
	{
		void OnLoad() override;

		void OnUpdate() override;

		void OnUpdateRuntime() override;

		void OnDestory() override;

		void UpdateTransform(e2d::Entity* entity, const glm::mat4& parentMatrix);
	};
}